Node-Based Strategy Game System with Dynamic Ownership Transfer

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Solution Overview

Problem

Strategy games often have complex rules or limited spatial interaction, leading to tedious gameplay with limited strategic depth, particularly in games like Go, checkers, and chess.

Innovation Solution

A method of playing a game involving a plurality of nodes where players iteratively assign symbols to indicate ownership, with rules for identifying and transferring ownership of bounded sets based on cardinality and connectivity, allowing for dynamic strategic decision-making and influencing the game's global outcome.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If complex rules are used in strategy games (like chess), then strategic depth is improved, but ease of operation deteriorates

Engineering Contradiction:
Improvestrategic depthVSAvoidease of operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game board is segmented into discrete nodes that can be independently owned or controlled. This segmentation allows complex strategic interactions to emerge from simple local rules about node ownership and control, rather than requiring complex global rules.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game uses parameter changes in node ownership status (unowned, player1-controlled, player2-controlled) to create strategic depth. The simple parameter of node control status enables complex strategic scenarios through combinations and transitions of these states across the board.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If restrictive movement rules are imposed (like in checkers), then game structure is improved, but adaptability deteriorates

Engineering Contradiction:
Improvegame structureVSAvoidadaptability
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The game employs dynamic node ownership where control of nodes can change during gameplay based on player actions and game mechanics. This dynamic allocation of node control provides structural organization while maintaining high adaptability, as players can strategically shift control between nodes without restrictive movement constraints.

Inventive Principle:
Principle #15Dynamics

3Area of stationary object

If the game board is filled with individually-placed stones (like in Go), then spatial interaction is improved, but productivity deteriorates

Engineering Contradiction:
Improvespatial interactionVSAvoidproductivity
Core Design Contradiction:
Area of stationary objectVSProductivity

Solution Approach 1:

The game merges multiple node ownership states and control mechanisms into a unified system. Rather than requiring individual stone placement for each point of control, the game combines nodes into controllable regions or territories, reducing the number of individual actions needed while maintaining rich spatial interaction.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The game establishes preliminary node ownership states and control configurations that can influence multiple subsequent actions. By setting up initial control patterns and territorial claims early in the game, players can affect game outcomes without needing to individually control every node, thereby improving productivity.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8795052B2Strategy game systems and methods
Publication Date: 2014.08.05 SHEPHERD STEVEN KHAJEHNOURI
  • US8795052B2 patent drawing
  • US8795052B2 patent drawing
  • US8795052B2 patent drawing

AI summary

The present application relates to methods and systems for playing a strategy game in which two players take turns assigning a representative symbol to one or more locations of a playing field, with the ultimate goal being to own all (or most) of the playing field. In its most basic form, the playing field is defined by a plurality of nodes, each of which is directly connected to one or more adjacent nodes and indirectly connected to every other node of the playing field via a chain of adjacent nodes. After the current player assigns his symbol to a selected null node, it can be determined how the set of nodes owned by the current player partitions the set of nodes not owned by the current player into one or more transferable bounded sets. Ownership of the transferable bounded set(s) can then be transferred to the current player.